107 lines
4.4 KiB
C++
107 lines
4.4 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include "Sample.h"
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namespace Urho3D
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{
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class Node;
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class BufferedSoundStream;
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}
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/// Sound synthesis example.
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/// This sample demonstrates:
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/// - Playing back a sound stream produced on-the-fly by a simple CPU synthesis algorithm
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class SoundSynthesis : public Sample
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{
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URHO3D_OBJECT(SoundSynthesis, Sample);
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public:
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/// Construct.
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explicit SoundSynthesis(Context* context);
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/// Setup before engine initialization. Modifies the engine parameters.
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void Setup() override;
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/// Setup after engine initialization and before running the main loop.
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void Start() override;
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protected:
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/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
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String GetScreenJoystickPatchString() const override { return
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"<patch>"
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button2']]\">"
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" <attribute name=\"Is Visible\" value=\"false\" />"
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" </add>"
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">"
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" <attribute name=\"Is Visible\" value=\"false\" />"
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" </add>"
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Up</replace>"
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"KeyBinding\" />"
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" <attribute name=\"Text\" value=\"UP\" />"
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" </element>"
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" </add>"
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Down</replace>"
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"KeyBinding\" />"
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" <attribute name=\"Text\" value=\"DOWN\" />"
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" </element>"
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" </add>"
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"</patch>";
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}
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private:
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/// Construct the sound stream and start playback.
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void CreateSound();
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/// Buffer more sound data.
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void UpdateSound();
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/// Construct an instruction text to the UI.
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void CreateInstructions();
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/// Subscribe to application-wide logic update events.
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void SubscribeToEvents();
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/// Handle the logic update event.
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void HandleUpdate(StringHash eventType, VariantMap& eventData);
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/// Scene node for the sound component.
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SharedPtr<Node> node_;
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/// Sound stream that we update.
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SharedPtr<BufferedSoundStream> soundStream_;
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/// Instruction text.
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SharedPtr<Text> instructionText_;
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/// Filter coefficient for the sound.
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float filter_;
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/// Synthesis accumulator.
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float accumulator_;
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/// First oscillator.
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float osc1_;
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/// Second oscillator.
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float osc2_;
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};
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